

We say to ‘nuke it’.
So it’ll be like oh I got to nuke this pizza for a minute.
We say to ‘nuke it’.
So it’ll be like oh I got to nuke this pizza for a minute.
If I had to guess, I’d assume there was bricks once surrounding the cinderblock nightmare. You wouldn’t want a hollow brick pillar so I could see someone just shoving a cinderblock pieces in the middle as they worked their way up, never really expecting it to be seen on its own.
That isn’t the right way to make a pillar like this, but I’m sure this was a string of mistakes and at the end it was some poor bricklayer who had to figure it out with what he had on hand.
I have now discovered that one of the users (who posts a lot) was banned instance-wide on Midwest.social, hence the differences.
Not a bug at all, sorry!
… Is this why I couldn’t see your posts? I noticed certain communities were very different when logged in or not on Voyager, I have been reporting it as a bug this entire time.
Some people put a lot of weight into their dreams. Like a chain of thoughts that leads to a deeper realization about something that finally puts it in perspective. This can feel important and it feels like you want to do something with this new perspective.
Some people don’t as they feel dreams are just chaotic nonsense, and trying to read into them is a fruitless endeavor.
I couldn’t remember the name of this one, but looking it up, it actually had really good numbers in the range of 80-150k concurrent players.
So I was wrong, I recalled PUBG being the dominant game at the time with very little of anything else near its numbers.
I’d hate to say it, but look at any big publishers quarterly reports. Compare how much base games sell compared to micro transactions.
^ EA’s
They would all like to take the lead and have “the” live service game but unfortunately even their bland attempts still bring in a lot of cash. This is why the push to live service is so aggressive.
The only thing that’s been slowing the push down is these big live service failures, which is making big publishers a little stingy on what games to push.
You are correct though, the big franchises have a lot of name recognition and its really hard for a competitor to muscle in on that established space (though they do try). Established IPs is a safe bet that often pays off, despite gamers lamenting it.
Balatro has a publisher, Playstack. While they put very little money into traditional advertising, Playstack absolutely had a calculated marketing campaign that nailed success by getting specific streamers on board.
This technically makes it not ‘indie’ as they have a publisher but the indie/AA/AAA labels are kind of ridiculous.
Yeah PUBG wasn’t the only one on the market, but everything else wasn’t anywhere near the punching weight, as PUBG was breaking steam records.
There was an indie battle royale that was struggling, a Minecraft BR mod, and I think the one you’re describing though I can’t even remember it’s name. None of then were really competitors for PUBG and more of trying to edge in a little bit of their spotlight.
Until Fortnite, of course.
Doesn’t this already exist? I could have swore one of the open source Minecraft clones had a battle royale mod.
There are definitely free battle royale games out there though I don’t know of their cosmetic unlocks situation.
I don’t think this is quite right as BRs were new at the time. When Fortnite released there was really only PUBG in the battle royale space.
I believe it was something closer to a prototype they made in a month or two simply because they liked Battle Royales and thought it would be a fun gamemode to add a side thing.
Jump Ship for sure.
https://store.steampowered.com/app/2841820/Jump_Ship_Demo/
Definitely got some rough spots though.
I can’t trust my players to command their own boat again. Not since the incident.
These do look good though so hmm, maybe worth reconsidering.
Agent is a huge meme for my friend group for pretty much the exact same reasons Lol.
I have not seen the mention of base unreal engine outside of Twitter, but the change for UEFN has been noted elsewhere:
https://forums.unrealengine.com/t/we-re-moving-to-the-left-up-forward-luf-coordinate-system/2540901
I see there are some homebrew modules out there that add spellcrafting but they’re more or less point buy systems.
I could kind of see it as I think you’re describing, in that you make a spell with a bunch of spell symbols/glyphs that modify it, but each one of those cost components.
Hmm this is worth scheming on.
Looks great, I’ll check it out, thanks!
I don’t know the “right” answer, but I set it so if you hit something, it plays out some checks similar to as you described:
If we collide with something but its only waist high, then we will have the player stop the grapple and attempt to vault over whatever it is.
If we collide with something and its more than waist high, then we wait for a very small delay and see if we made any progress towards our destination. If not, end the grapple because something is in the way.
Ignore all collision damage otherwise when grappling. Either we get stopped on the way and give up, or make it and then end the grapple.
… And last but most horrible of all:
All my games are janky though so I don’t think this is some ideal setup.
Edit: Cleaned up the collision damage part as I thought I handled it differently.
Wii sports resort makes you calibrate every connected wiimote each time you launch a game.
Its quick but a little annoying.
Up until recently ish, for 3D art I would export UV maps, do my editing, then reimport them to view the changes on my model.
I did this up until it got brought up in a meeting, and a senior guy from a publisher basically called me out saying “Why in the world do you still do that? We moved on from that like 15 years ago!”
So I quietly had to reevaluate my process and learn something new.
In my defense I am not an artist, and despise giving Adobe money.